Hello, I’m using UTexture2D::CreateTransient( to create a dynamic texture that I update at runtime. It works well on PC, but on XBoxOne the texture is completely wrong (seems to repeat itself and not being at the correct size).
I try to create a texture with no mipmap, no compression to make it easier to update, and I write inside using the Mips[0] (as I seen a lot of people using this technique). the Data I send to the memcpy is a TArray with all the pixel color that I want.
NewWorldMapTexture = UTexture2D::CreateTransient(Size, Size, PF_B8G8R8A8);
NewWorldMapTexture->CompressionSettings = TextureCompressionSettings::TC_VectorDisplacementmap;
FTexture2DMipMap& Mip = NewWorldMapTexture->PlatformData->Mips[0];
void* Data = Mip.BulkData.Lock(LOCK_READ_WRITE);
FMemory::Memcpy(Data, (void*)WorldMapPixels.GetData(), BufferSize);
Mip.BulkData.Unlock();
NewWorldMapTexture->UpdateResource();
NewWorldMapTexture->AddressX = TA_Clamp;
NewWorldMapTexture->AddressY = TA_Clamp;
NewWorldMapTexture->Filter = TF_Bilinear;
NewWorldMapTexture->RefreshSamplerStates();
Any idea what could make it appear weird on XboxOne ?